Okay I don't see it selling too well above +10 but doesn't the fact that is is being published by chillingo help out
Its somewhat hard to say what its worth since we have only seen a few screen shots and a chopped video. It would be nice to see a gameplay video of say a first quest or something that really gave us an idea how the game is. On what I have seen I would say one or two day sale at 6.99 then bump to 9.99.
I would go for $9.99 and don't have a sale price. From what I have seen your game already has a lot of hype and awareness, so when it comes out it will prob be on touch arcades front page and many other app sites. The only reason you would have a sale is to get awareness which you already have. A large amount of people are going to buy this game whether its at $3.99 or $9.99 because of what it is - a full 3D RPG. So if you have a small sale at say $3.99 when it first comes out then you are missing out on all the people who were willing to buy it for 9.99. So start your price high and then eventually come down in price a few months later. Theres going to be a bunch of people who will buy it right away, and once they start reviewing it and talking about it on forums etc then its going to convince a whole lot more people who are sitting on the fence to get it. Your game is in a enviable position of already being widely known and already has a large following. Theres no reason to price low or even have a sale.
mmm you can't sell your game for 12.99.There is a reason behind the launch price of the gameloft games...they have analyzed the market and found the best combination of sales/prize and the relative income. And it's 6.99$ and work for a well-know company. You'are going to launch your first title so it's a bit harder. Finally, let me remind you that users of TA are part the most hardcore gamer segment of the market willing to spend more money and less prone to warez,but at the same time they are a small amount compared to app store users. I hope that the game has the success it deserves based on its quality.
damn Josh, it seems like you have a lot of hype to live up to. I didn't realize Chillingo was publishing...that should definitely help out. Even still though, I would listen carefully to arn's words. He's a little more experienced than your average TA poster
http://twitter.com/blacksmithgames held a contest to get 1100+ followers. http://twitter.com/ravensword_rpg has 191 followers. You could do the same and hold a contest to build up twitter followers to have a lower launch price.
$10 seems like the only fair price for this game, $13 will throw people off, and $5 is just being the typical greedy appstore consumer
Well, Josh, I think that $6.99 is more or less a perfect price for this game. You will sell a lot at this price and it's more respectable to the customers, due to your plans with the game. In other words, you shouldn't make this game too expensive, since you want a lot of people to buy your expansion pack as well.
the fist day start it out at $5.99 (1 dollar less than Dungeon Hunter) to get into the top 100, then 1 day after that raise it up to $6.99 then 3 days after that, raise it up to $9.99 the a after a week raise it to $12.99 then leave it a that
Honestly, I wouldn't have posed this as a poll question in the forum. For one, no one knows how good the game is. Pricing is really based on how confident you are in what you're delivering. Secondly, most people will select the lower price ranges. You're asking the consumer, let alone the iTunes consumer who already has a propensity for a lower price ceiling. The results of this poll should be part of your research but you should still rely on your own instincts and what you've seen in the rest of the market.
Agree with you there. I only posted this poll originally because so many people were fighting in my thread about the price, I thought we could settle that animosity right here. We won't truly decide until our time is up, and we know what we are selling - which is about 2 1/2 weeks away! You are also right - noone knows how good the game is, except us (but we're a horrible judge because we've been working on it too long) and the Publisher - they probably have the final say in this.
That's the one thing I would change about the TA forum...the constant bickering about what is a fair price. As a dev, it's a tough deal because pricing is so subjective. I know I'm looking forward to Ravensword, and my only suggestion is to price it based on what you think is fair.
Better question yet is (in my opinion) is if you (JoshCM) were a consumer buying this app how much would you pay for it?
well jeez if I paid 9.99 for Doom then I'd definitely pay 9.99 for this! Of course I had no idea going into that Doom was a rail shooter (which pretty much killed it for me) I would never pay 9.99 for a rail shooter. Everything is subjective of course. If Doom had been free roaming, with some open environments, I would pay 19.95 for that.
Yup everyone is different, some would pay more while some less. I think that you know what price your setting it at so go with that and see where it takes you.
The gameplay seems good based on the youtube trailer and some good reviews out there and honestly, if you released it on the DS or PSP, easily could charge 19.99 - 29.99 price range as that would fill in the bill. Since it's on the Iphone market, and you don't have Crazy maddog, brand loyalty yet, like a Nintendo or Gameloft, than probably like other are saying start out at 9.99 or higher and go downwards. Don't put the game at a cheap price and go upwards, cuz that'll piss of alot of customers or potential customers, who saw the game cheaply and now it's a higher price. In the end it's up to you, but don't cave in to the Gameloft's, EA's of the world and charge a cheap price for it, for the sake of pleasing the Iphone casual gamers, cuz in the end, they'll expect that cheap price in your next installment.